FEBRUARY 2017 ESSENTIAL VIDEO GAME NEWS MARKET - CONSUMPTION - USE sell.fr Julie Chalmette Chairwoman Emmanuel Martin General Delegate [email protected] Anne-Sophie Montadier Communication and Marketing Manager [email protected] FEBRUARY 2017 ESSENTIAL VIDEO GAME NEWS MARKET - CONSUMPTION - USE A word from the chairwoman Editorial ELL, which has been owes its success to the developers, representing and providing manufacturers, publishers and structure to video game accessory manufacturers who Spublishers in France for over twenty combine their talents and expertise years, aims to deliver the keys to offer gamers a multitude of to understanding the market, its experiences that are ceaselessly function and its developments, at a renewed and revised. A genuine mass time when gaming and distribution leisure industry, gaming has risen to modes are rapidly changing. the position of 2nd cultural industry in France with the objective of quickly With Essential Video Game News, becoming the leading market. This the objective is to draw up a complete pop culture sees its icons go beyond inventory of the sector, presenting a the realm of video gaming. Cinema, report of the French market in 2016, cartoons or even derivative products... the trends which drive the gamers and the richness of this industry is its ability also the perspectives for development to renew itself and deliver dreams to in the coming year. gamers. Whether on a console, PC or Video gaming represents the handheld device, the playing fields are successful digital transformation continuously growing and meeting. of entertainment industries. Solidly rooted in artistic creativity and In 2016, the video game market technological innovation, gaming reached its highest level since the 4 “In 2016, the video game market reached its highest level since the peak of generation 7.” peak of generation 7 in 2008. All strongest ever growth and testify to ecosystems combined (console, PC the opportunities in developing modes and handheld), the industry translates of consumption and use. its dynamic energy into 4% growth In 2016, PC gaming witnessed an and sales of 3.46 billion euros. exceptional year with 20% growth The console ecosystem was stable buoyed by PC sales, a market where in 2016 and is still generating the equipment had been completely major share of the industry’s global overhauled thanks to the arrival of value (63%). For sales of hardware, new brands in the most dynamic software or accessories, the market segment of the PC market. This has definitively embraced the 8th ecosystem represents 29% of the generation and continues to grow. global value of the gaming industry Note that the sales of hardware are and now exceeds one billion euros. slightly down and generation 7 is Mobile gaming, which generates 8% no longer generating value after the of video gaming value in France, initial peak in 2015 for generation 8 continues to grow after a year marked consoles. But 2017 is looking very by great popular success stories. dynamic for this segment with the rise in strength of new versions 2017 is looking to be an historic year launched in 2016, the arrival of new thanks to growth supported by all Hardware: console consoles and also the installation gaming ecosystems. Exciting new Software: game of virtual reality which arrived on products are expected on the different Console scope: the market at the end of the year. segments. Different uses and ways hardware + software of gaming continue to spread, meet + accessories, Overall, console software is posting and complement each other, offering physical + virtual 4% growth buoyed by the vitality of the unequally gaming possibilities. PC gaming scope: virtual market and 20% of generation Gamers will never have experienced a hardware + software 8 sales. Accessories are permanently better time to play and share. + accessories, physical + virtual broadening their ranges and continue to move forward with 6% growth. Handheld scope: Prepaid cards, a great example of Julie Chalmette handheld video digital at retail, are enjoying their SELL Chairwoman games 5 Contents Contents Chapter 1 The French video game market 7 Chapter 2 Consumption and use 31 Chapter 3 A responsible industry 37 Chapter 4 The video game industry 48 Chapter 5 SELL 51 Essential Video Game News is produced by the Union of Video Game Publishers (SELL). It reflects the market, consumption and use of the French video gaming industry. NOTE: 2015 had 53 weeks of sales, unlike 2016: - 2015 goes from week 01-2015 to week 53-2015 - 2016 goes from week 01-2016 to week 52-2016 Sales data in this report includes physical sales and also estimations for the virtual share. 6 Chapter 1 The French video game market 7 The French video game market 2016 MARKET REPORT Sales from the French video game market 3.46 billion +4% MARKET euros GROWTH HARDWARE MARKET + SOFTWARE (PHYSICAL AND VIRTUAL) + ACCESSORIES + HANDHELD 63% 29% 8% Console PC Gaming* Ecosystem Ecosystem Hardware, software Hardware, software and accessories and accessories handheld Ecosystem *Hardware (sales of PCs fitted with high-performance graphics cards), software (physical, virtual) and accessories (mouse, keyboard, screen) for PC gaming 8 Source: SELL estimation, using GfK panel data at end 2016 Close-up ON market segments 1,692 1,593 Breakdown of turnover in 1,067 1,058 euro millions +6% -1% 406 435 260 280 +7% +8% 2015 2016 2015 2016 2015 2016 2015 2016 Hardware software handheld Accessories (PC Gaming (PC Gaming (PC Gaming + Console) + Console) + Console) Physical + virtual +4% Turnover for global market CONSOLES + PC GAMING + HANDHELD (PHYSICAL AND VIRTUAL MARKET) Source: SELL estimation, using GfK panel data at end 2016 9 The French video game market Close-up ON market segments 8% Handheld 3% software 17% PC Console accessories hardware 12% Virtual PC software 1% Physical PC 3.46 software billion 22% Physical euros console 13% software PC gaming hardware 9% Console accessories 14% Virtual console software SOFTWARE SOFTWARE SALES DETAIL (IN VALUE) (IN VALUE) by platform physical and virtual 64% 14% 40% 46% Console Handheld Physical PC Virtual PC + 22% + Console 14% Console PC Handheld 10 Source: SELL estimation, using GfK panel data at end 2016 Development in sales TOTAL ECOSYSTEM* HISTORIC IN 3.46 MILLION EUROS BILLION EUROS +4 % 2010 2011 2012 2013 2014 2015 2016 *Console ecosystem + PC + handheld, physical + virtual Source: SELL estimation, using GfK panel data at end 2016 11 The French video game market CONSOLE ECOSYSTEM Breakdown of 2016 turnover in euro millions 28% 58% 600 million 1,253 million CONSOLE Console HARDWARE Software PHYSICAL + VIRTUAL 15% 324 million CONSOLE ACCESSORIES 12 Source: SELL estimation, using GfK panel data at end 2016 Console scope HARDWARE Established console base 7th and 8th generation at end 2016 39,487,000 home consoles handheld consoles 7TH GENERATION GENERATION 8 7TH GENERATION GENERATION 8 ESTABLISHED BASE ESTABLISHED BASE ESTABLISHED BASE ESTABLISHED BASE 14,951,000 5,078,000 14,170,000 5,288,000 OF 24,500 WHICH OF 1,468,000 WHICH OF 7,200 WHICH OF 725,000 WHICH WERE SOLD IN 2016 WERE SOLD IN 2016 WERE SOLD IN 2016 WERE SOLD IN 2016 ESTABLISHED BASE ESTABLISHED BASE OF RETROGAMING CONSOLES OF OTHER MEDIA 117,000 13,300 OF WHICH 111,000 WERE SOLD IN 2016 OF WHICH 7,800 WERE SOLD IN 2016 IN 2016, FRANCE HAD 28,015,423 HOMES. 52% OF THEM HAVE A GAMES CONSOLE. Number of French households with generation 8 consoles 2013 2014 2015 2016 HOME CONSOLES 2.30% 7.10% 12.60% 18% HANDHELD DEVICES 6.50% 8.30% 9.90% 11% Source: SELL estimation, using GfK panel data at end 2016 13 The French video game market Console software Turnover 2016 Console Console Software Software Generation 8 Physical + virtual Physical + virtual +4% +20% 1,253 million euros 1,140 million euros 14 Source: SELL estimation, using GfK panel data at end 2016 Console Accessories Turnover 2016 CONSOLE ACCESSORIES +6% 324 million euros TOP 5 Segments 01 02 03 04 05 CONTROLLER PREPAID HEADSET GAMING VIRTUAL CARD TOY REALITY Source: SELL estimation, using GfK panel data at end 2016 15 The French video game market A look back at the generations of consoles DATE OF RELEASE IN EUROPE 5th generation Atari Amiga 3DO Sega PlayStation Nintendo Game Boy Jaguar CD32 Saturn 64 Color September 1994 8th July 9th September 1st March 23rd November 1993 1993 1995 1995 1997 1998 6th generation Sega PlayStation Game Boy Xbox GameCube Game Boy SP Nokia Game Boy Dreamcast 2 Advance Advance N-Gage Micro 14th October 24th November 22nd March 14th March 28th March 1st October 4th November 3rd May 2002 1999 2000 2001 2002 2003 2003 2005 7th generation Nintendo DS Sony PSP Xbox 360 Nintendo Wii PlayStation 3 11th March 1st September 2nd December 8th December 23rd March 2005 2005 2005 2006 2007 8th generation Nintendo 3DS PS Vita Nintendo Wii U Xbox One PlayStation 4 25th March 25th February 30th November 22nd November 29th November 2011 2012 2012 2013 2013 16 PC GAMING ECOSYSTEM Breakdown of 2016 turnover in euro millions 45% 44% 458 million 439 million PC GAMING PC Software PHYSICAL + VIRTUAL 11% 111 million PC accessories Source: SELL estimation, using GfK panel data at end 2016 17 The French video game market PC gaming hardware Turnover 2016 PC Gaming Hardware 458 office million handheld PC Euros PC 105 353 million million Euros Euros 18 Source: SELL estimation, using GfK panel data at end 2016 PC GAming accessories Turnover 2016 PC Accessories 111 million Euros TOP 3 Segments 01 02 03 GAMER SCREEN GAMER MOUSE GAMER KEYBOARD Source: SELL
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